Pistoleer Archive

Thread: GCW Revamp: What do Pistoleers want specifically?

Myst_Shade
Thu Jun 24, 2004 8:55 pm
#79

-Factional pistols would be nice (rep blaster for rebel, and another weapon equivelent for imps, you got also the scout blaster thats a scout trooper weapon for imps, and a fast equivelent for rebels too)

-Dual pistols (as asked frequently)

-The specials working "as intended"

-Not needing 2 hands to hold a blaster when in master (we want some cool moves, the dodge looks like balet, and the firering looks like your in a shooting range )

-Run as fast as a melee (acording to combat balance notes, ranged will run slower then melee, makes sence in riffleman cuz its a heavy riffle but..whats faster runing a guy with a pistol or a guy with a 4 ton hammer )

-Dirty Harry's gun



"Speed kills, style is everything..."
FofiWibler
Sun Jun 27, 2004 8:10 am
#80

When I started the game, I had no idea what I wanted to be, however, I was always drawn to the pistoleer profession. It seemed fast and exciting. I ended up dropping most of my pistoleer skills to become a Doc/CM - way before it was fashionable to support my guild. I got sick and tired of the way CM's were handled in the game and how much they destroy PvP, so I dropped it to become a Doctor/Pistoleer. I hardly ever use this char to PvP, but I keep it just for the fact that I love the overall idea of being a PIstoleer and hope maybe one day things will be fixed.


When I do PvP, it has to be a group activity for me to be remotely effective. There are too many FOTM professions out there, most of them have some or all of TK. Dizzy/KD and you are done with. Me being a Doc, I can very quickly stand/heal dizzy if I am lucky. If I fail to stand and heal, I am done for in secondseven with full buffs. Pistoleers by nature are close combat. The further you are away, the less accurate you are going to be. We are expected to be up and close to our enemy. When our enemy is melee, we say goodnight very quickly. Ever see a fight between a martial artist and someone with a gun? The gun almost always wins.


To have more factioned pistoleers, we need more or better melee defense, defense vs dizzy and defense vs KD. I know we have +45 melee, +40 on the dizzy and +50 on the KD, but have any tests really been ran on these defenses? Perhaps its just the defenses that need to be fixed and we would be more viable in combat.


Then there is also the DPS factors. We are supposed to be fast with decent damage. Rifleman are faster with a lot of damage. I know the arguments about how a rifleman can reload his gun in a sec, etc, etc. But if their gun is made at a 7s delay and ours is made at a 2s delay which one should be firing more quickly at a master level?


I have seen some posts in relation to pistoleers and faction rank. I'd like to see something like this implemented. Make some distinction that I am colonel and I carry my pistol on my side.


To come in here and ask us not to say fix the specials or anything about what is currently wrong with the profession is silly. I've been a pistoleer for 9 months now with some interruptions and I can see why you don't see many factioned pistoleers, its because we literally suck in combat. The only way to make our lives any better is to grab some BH, Commando or Smuggler.


I hate the fact that you have to build some type of template to become effective. If this is the way the devs really want it, why can't we seperate Crafting and Combat skill points. Not everyone wants to spend their entire time online fighting, some like to get away and do some crafting. But to be effective an any way, you have to remove yourself entirely from any crafting profession.



Fofi Wibler ² GLA Officer ² Master BH ² Master Carbineer
V Vendor Located in Qal'Trel, Corellia (WP coming). V

snyker
Sun Jun 27, 2004 3:58 pm
#81

GCW content involving pistol characterstics appeals to me. I like the suggestions where close-quarters combat and concealment come into play.

Random thoughts (hope this isn't too far off-base):

* assasination missions. Either playing the body-guards/secret service, or as backup for assasinations (rifleman on roof misses, pistoleer in crowd tries to finish the job).
* Penetrating a bunker full of commandos/riflemen/carbineers - hard to get into bunker, but once you're in, you can take quite a few out before they can swing their weapons around. Also thinking of another aspect here: creating chaos.

Both of these are ideas similar to what's already been suggested.

More certs/weaps is kind of ho-hum.
moley
Wed Aug 25, 2004 11:20 pm
#82






RandomSHO wrote:

I think faction perks woul draw a lot more people into the GCW. heres a few ideas...


limited use or very low decayed SEA's. such as dodge +20, accuracy +20, speed +20. things you can only use when overt, and they last a limited time. but dont make it food. it has to be seperate from food, because those exist already.


factional pistols of course. but make them worth it. the imperial pistols you can buy with FP suck.


factional armor with mods attached. such as a stormtrooper helmet with +10 to dodge and speed.


high end powerups. say 45% to min and max damage. but again, only useable when overt, and only good for like 50 shots.


maybe bonuses as you gain rank other than being able to store more faction points. <--this is my personal crusade.


Say your a private, you get reward.

sergaent would get +5 to dodge

lietenant(sp) would get +10 speed and +10 to dodge

colonel would get +15 to speed and +15 to dodge


I have no idea how that would be implemented though. but I think if you got actual usefull bonuses to faction rank it would bring A LOT more people into the GCW.


even better would be to seperate mission FP and PvP faction points. so you would need to actually PvP to be able to get the bonuses at the rank. so you couldnt just run missions and get the bonuses. you would need a certain amount of PvP faction points as well to get the ranks.




what about the neutral players? they shouldnt be required to join a faction just to get bonuses. not all players want to directly deal in the gcw.

Xarche
Thu Aug 26, 2004 5:47 am
#83

I envision the Pistoleer's role as fast and light damage. We come in, hit a ridiculously large number of times, each for moderate damage. Riflemen are the slow heavy hitters, and carbineers are the medium speed wide area hitters.

As such, we should be focused on doing lots of damage, fast, to a single target. Our role in GCW then should be to take out the big guys, and in fact we should have specific attacks that are the counter to Riflemen and Swordsmen.

But I'm not a game designer, so those are just my thoughts.



Exarch
Master Smuggler
[IS]Ignis Sanctus
"Making the galaxy safe from terrorism, one Rebel at a time..."


TashunkaSapa
Thu Aug 26, 2004 12:01 pm
#84






Randonb wrote:

Thanks HadesApailae. He's right, these are all things that are being addressed on other fronts. GCW only stuff here, please. Specials, dual wield, speed - those are general Pistoleer issues that the developers are well aware of.

The thing is, when I got to the topic of the GCW, I didn't have much to say.



The reason for that could very well be that it's very difficult to imagine our place in the GCW when half of the profession is not working properly... and to be honest, to provide an answer before then is a disservice to the profession, we'll only be shoehorned in based on ideas that aren't formulated from a profession that works.


I do so dearly hope this is not an implication that the Devs intend to do the GCW revamp before the Combat Revamp, that would be simply idiotic. Yes, the GCW is important (I daresy, should be the most important part of the game!) but the main element of the GCW is PvP and the main element of PvP is of course, combat. If combat's not working right, then PvP doesn't work right, and no amount of GCW changes before that will be relevant as it would need an overhaul again after combat is balanced.


If I'm incorrect, and they plan to do things logically... well then, ask me after the combat balance and I'll have a better idea. I can't comment much on the GCW right now, I quit the Empire because well, the GCW just isn't working. There's no real point to having a faction until then.

Message Edited by TashunkaSapa on 08-26-2004 03:08 AM



Shaan'ti Hokai (Kauri)
Imperial Pilot Ace/Master Smuggler/Master Bounty Hunter
Master Explorer. Force-Sensitive. HERO OF TATOOINE.
Silence---
Thu Aug 26, 2004 11:26 pm
#85

I think faction pistols with stats similar to the DE-10 or just higher damage then normal pistols



ign: Merumeru
Nekra
Fri Aug 27, 2004 12:53 am
#86

faction training like basic for our army or faction armor with mods for pistols... On the training you could trade in fp for +2 to accuracy or speed this would be easy to code i think and if they have time maybe faction training missions to give the mods instead of just fp...
Novock
Fri Aug 27, 2004 9:10 am
#87

Hmm how to get pistoleers more involved in GCW.


Are we talking about a relatively standard pistoleer or when you say pistoleer are you referring to smugglers and Bounty Hunters?


The problem with getting more pistoleers into GCW combat is first,exactly what you said not to post and what many have posted in reply. We need our profession fixed.


The second problem is that the GCW is not designed for a pistoleer in its current stated. With simplying using pistoleer skills with no smuggler or BH shots you will be owned by any profession in the game. I would challenge that an architect co take out a pistoleer not having (smuggler or BH abilities).. ok maybe not probably a close figth though (bites tongue). Consider the following problems for the pistoleer entering PVP combat.


  • In order to fight and do any damage against current comp armor you need a Geo Pistol. In order to be effective you need a good Geo pistol that you are going to pay 750k and up pending your server. I know mine cost about 3 mil. A rifleman (due to his amazing speed for shooting a rifle and of course the outstanding DPS) can use an off the shelf jawa rifle he spends maybe 50k for. And if he gets and enhanced jawa lights out nevermind the fact he can target the mind.

  • If the opponent is wearing comp armor and then turns a nice PSG on its basically lights out. The pistoleer has a hard enough time producing enough damage to exceed regen rate as it is.

  • The pistoleer can only put a weak bleed on a person and cannot (no BH skills) cannot really hit them for any effective state, such as stun, dizzy, blind or so on to weaken his opponent.

  • Unless you're a BH you are going to have to spend millions on speed attachments and accuarcy attachments. Consider +74 speed master pistioleer +90 speed rifleman. LOL

So a pistoleer will have to be quite wealthy in order to even get to a competitive level that the "first day master rifleman" can obtain.


There is a new problem though with GCW and that isJedi. I PVP quite a lot ,my template is the triple master (pistoleer/smuggler/TKA). I use to have a blast pvping. I went out with my group sometimes we owned the day sometimes we would find ourselves out matched, especially during the uber CM days LOL.Live for another day or brush off the bruises in the cloner, either wayit was fun. You knew going out that the most prepared and the best tactics would win the day. But now u have Jedi assault groups owning the PVP play. Its just not very fun to me anymore. I'm very reluctant now to put my armor with its millions of hard earned credits worth of attachments out there just to be Jedi fodder. I don't have the same feeling anymore pvping, as a pistoleer I have come to realize if I put my overt symbol up its just a matter of time before some Jedi's lightsaber has landed me in teh cloner. Whats the fun in that. But Jedi are out there lots of people want to be them and I guess a lot more will be, but those of us who bought the game believeing it was living a timeframe of the Starwars saga in which Jedi were virtually nonexistant.... oh well so much for the storyline... we'll learn to adapt it would be just a little helpful if the devs would throw us a bone and give us some abilitites that actually worked.


I guess if something doesn'ty change with the profession soon, I'll be hanging up my guns and goin TKA Doc maybe a little fencer so atleast i can take out some padawans.....


Novock


".. as he placed on his helmet remembering his vows to the empire and the pride of being a storm trooper, he euips his mighty stun baton.... dult..."




Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

NeaRP
Fri Aug 27, 2004 3:06 pm
#88

I would be happy with Disarming Shot being fixed, so it either disarms your opponent or targets the weapons condition. Although I could see how having condition as a target could be a pain for players. I would also like our Pistol Melee Defence to add a stun state to the opponent or perhaps even a dizzy state.



Mark'us Ierif
Bounty Hunter Alliance
No friends, no enemies. Only allies and adversaries.
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